# Fulbo Gameplay

### Overview

In Fulbo, players act as football managers.

Instead of controlling players manually, users build their squad, define tactics, and let the match simulation determine the outcome based on strategy, player attributes, and game dynamics.

The gameplay is designed around **decision-making, preparation, and adaptation**, not reflexes.

***

### Core Experience

Each player manages a football club.

The main gameplay loop consists of:

* Building a squad
* Setting tactics
* Playing matches (AI simulation)
* Analyzing results
* Adjusting strategy

This loop creates continuous engagement and long-term progression.

***

### Squad Management

Players build and manage a team of 11 starting players.

#### Key factors when selecting players:

* Position and role
* Player attributes (speed, passing, shooting, defense, physical)
* Physical traits (height, body type)
* Remaining matches before expiration
* Tactical fit within the team

A strong squad is not just about high stats, but about **balance and synergy**.

***

### Formations

Players can choose between multiple formations, between all you can find:

* 4-4-2
* 4-3-3
* 5-2-3

Each formation affects:

* Player positioning
* Defensive structure
* Offensive opportunities

Choosing the right formation is a key strategic decision.

***

### Roles & Tactics

Each position can be assigned a specific role.

Examples:

* Defensive vs attacking fullbacks
* Playmaker vs box-to-box midfielder
* Target man vs fast striker

Tactics define:

* Team playstyle
* Passing behavior
* Defensive line
* Offensive approach

This directly impacts how the AI behaves during matches.

***

### Match Simulation

Matches are played as **fully AI-driven simulations**.

#### Match format:

* 11 vs 11
* Two halves
* Fixed duration (e.g. 2–4 minutes total in early versions)

***

#### What determines the result:

* Player attributes
* Tactical setup
* Physical matchups
* Team cohesion
* Controlled randomness

The goal is to create matches that are:

* Unpredictable
* Realistic
* Strategy-driven

***

### No Manual Control

During matches:

* Players do not control footballers
* There are no direct inputs or actions

The outcome is entirely based on:

* Preparation
* Formation
* Squad quality
* Tactical decisions

***

### Match Feedback

After each match, players receive detailed feedback:

* Scoreline
* Key events (goals, assists, cards)
* Player performance (% of individual completed stats)
* Team Performance (Shoot in target, Offsides, Corners)

This allows players to:

* Understand what worked
* Identify weaknesses
* Improve their strategy

***

### Competitions

Fulbo includes two main competition systems:

***

#### Weekly League

* Continuous competition
* Division-based progression
* Regular matches
* Min. of 25 completed matches to enter to the weekly reward pool.

Players climb divisions based on performance.

***

#### Weekend Cup

* Entry-based competition
* Short duration
* Higher rewards

Designed for:

* High intensity
* Competitive play
* Token Reward opportunities
* Cosmetic Reward assured with the entry

***

### Progression

Progression in Fulbo is not based on leveling systems.

Instead, it comes from:

* Building better squads
* Improving tactics
* Making smarter market decisions
* Winning competitions

***

### Player Lifecycle

Each player has a limited lifespan:

* 500-700 matches
* \~4 months duration

Once the limit is reached:

* The player expires
* Leaves the ecosystem

This creates:

* Constant demand
* Market movement
* Strategic planning

***

### Strategic Depth

Fulbo rewards:

* Long-term thinking
* Tactical adjustments
* Squad optimization
* Market timing

There is no single dominant strategy.

The meta evolves over time based on:

* Player availability
* Market conditions
* Tactical trends

***

### Outcome

Gameplay in Fulbo is built around:

* Strategy over reflex
* Planning over execution
* Decisions over actions

The player who understands the system best will have the highest chance of success.

***

### Core Principle

> You don’t play the match.
>
> You build the team that wins it.


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